Demoman
Demoman is a surprisingly versatile class that allows for fulfilling of multiple roles, but the primary role that he is assigned to is killing giants and groups of uber Medics. By using a sticky trap set by the Scottish Resistance, Demo can easily wipe out any group of Medics, and with a condensed pile of crit stickies he can easily one-shot kill every single standard giant in the game, making him highly favored when the team can hold the line close to the robots' spawn point. Stickies can also be used to wipe out crowds, but it's not the most consistent method of killing tiny robots and you'll more than likely need someone else to clean up the trash for you.
Outside of being the team's dedicated Medic and giant killer, a Demo can instead specialize in doing both single-target and AoE DPS by investing in his primary weapon, which can put out ridiculous amounts of burst damage when upgraded, with the downside of having to reload for a while after said burst. However, even if one focuses on using grenades, sticky traps should still be set for groups of uber Medics.
Others might prefer playing Demoknight instead, and interestingly enough you can get upgrades for your melee if you equip a shield in your secondary slot, meaning that the subclass is officially recognized in MvM. However, there are really only two things Demoknight is really good at: Busting the tank and chaining kills on tiny robots, preferably Demoknight bots. Demoknight is typically considered a more expensive and less efficient Pyro, and is discouraged for new players.
Common mistakes
As explained one paragraph ago, Demoknight isn't nearly as generally applicable as a Sticky-based or Grenade-based Demo. Yes, it is true that Demoknight can work with specific builds and on specific waves, but he's not the kind of class you should be running full-time. On early waves, you won't have enough resistances or survivability to be able to charge into a crowd, and even on later waves when you can afford Demoknight's expensive upgrades, the rest of your team will be powerful enough to wipe out all the tiny robots before you can run to them. In most circumstances, choosing to play Demoknight can be amounted to throwing or goofing off.
Both your primary and secondary weapon can be invested in to wreak havoc onto the robots, but it must be noted that Demoman is an expensive class to play, especially if you're investing into your primary. For this reason, when picking Demo you should decide on which of your two weapons you want to focus on, so that you can have one really good and fully upgraded weapon instead of two half-upgraded weapons.
Upgrade priority
Regardless of whether you choose to upgrade your primary or secondary, the upgrade path is generally the same. Max out reload speed as soon as possible, then full firing speed, then balance out getting damage and clip size. For both weapons, two ticks of clip size tend to be enough, though with grenades you might prefer getting 3 or 4 on the later waves. For stickies, two ticks of damage will be enough to one-shot kill every giant with a crit sticky pile from a Scottish Resistance, but it's a good choice to get 3 or 4 ticks of damage simply to make it more consistent at killing giants and tiny robots alike. On grenades, meanwhile, damage is sort of fluid - on the early waves, remember that two direct pipes are enough to kill every tiny robot short of a Heavy. However, splash damage is incredibly important and damage should be upgraded to make your grenades more reliably wipe out condensed groups of robots surrounding the ones who take your direct hits. If you plan on taking on the tank or giants with your primary, you should invest both into damage and clip size as much as possible. One last note: Projectile speed is an incredibly good value, and just by taking one or two ticks of the very cheap upgrade, you can hit everything more reliably and at a longer range.
Crit canteens should be used relatively sparingly, especially if you have a Medic reliably feeding you crits. If you do have to use crit canteens, only buy enough to kill the most important giants in a wave, such as giant Heavies, Soldiers, or Medics.
Because Demo's weapons are so expensive to upgrade, he often cannot afford many resistances. Indeed, you shouldn't really put credits into any resistances until the second or third wave, once you've fully upgraded reload speed and firing speed, and even then you shouldn't spend so much that you can't afford getting important upgrades for your weapon of choice.
Notes for sticky traps
You should only spread out your stickies in a wide carpet if you plan on killing a large amount of small robots all at once, this includes uber Medics. In all other scenarios, it is best to keep your stickies stacked onto one spot, where you can detonate them one by one by continually firing out more stickies, or to do huge damage against giants by detonating them all at once. If your stickies are critical, then you usually don't need to spread them out to kill uber Medics connected to a giant, unless there's like 15 of them at once.
When using a Scottish Resistance with upgraded clip size and firing speed, you can fire, at most, 11 stickies during a single crit canteen. A Kritzkrieg charge with one tick of uber duration, or an upgraded crit canteen from a Medic, will be enough to shoot 14 stickies, the maximum amount.
Here are some damage thresholds for killing giants:
Weapons
Primary
Weapon | Rating | Review |
---|---|---|
Grenade Launcher / Iron Bomber | S | The stock pipe launcher and the Iron Bomber tend to play out the same way. Stock has better splash damage, but the Iron Bomber doesn't lag behind that much. The Iron Bomber's advantage is being able to reliably explosive jump off your own roller onto a higher platform, which is useful on Mannhattan and Decoy. Both weapons can do incredible burst DPS against giants and tanks, and can do amazing damage against crowds of robots-- so long as you can deal with the expensive upgrades and having to reload often. |
Loose Cannon | C | The Loose Cannon should never be used against giants, nor for general DPS. The sole upside of this weapon is being able to more conveniently do self-damage to help your Medic build up ubercharge on their Kritzkrieg, but you can also do this with the other primaries' rollers. |
Ali Baba's Wee Booties | Bad | Only substantially useful if you're playing Demoknight. True, having an extra 25 health is usable for a sticky-based Demo, but it's really not a significant enough boost to justify throwing away your primary, which can be a good last-second backup if you're out of stickies. |
Loch-n-Load | Bad | The Loch-n-Load has reduced splash damage, one less grenade in the clip, and no rollers, all for a measly upside of faster projectiles, which you can get on other primaries for a mere 150-300 credits. |
B.A.S.E. Jumper | Bad | No. |
Secondary
Weapon | Rating | Review |
---|---|---|
Scottish Resistance | S+++ | The primary reason why most people pick Demo. The Scottish Resistance has the single highest damage that any class can do in one hit (besides shoving a boss into a pit). The major upside, of course, is being able to place up to 14 stickies instead of the stock's 8, and the less major upsides are being able to place multiple small piles (notably useful on certain waves of Empire Escalation and against rows of Super Scouts) and only needing to buy one tick of firing speed as opposed to four. The only reason not to use this thing is if you're playing a grenade-based Demo (though, remember that you still have to place traps for uber Medics!) or if you're personally opposed to how overpowered it is (in which case, you're playing the wrong game, pal). |
Chargin' Targe | B | The Chargin' Targe's massive resistances can help you save a good amount of credits when playing as a grenade-based Demo, and is the best choice for Demoknight since charging is not a useful tool at all. |
Stickybomb Launcher | D+ | The only reason why this isn't listed as "bad" is because the stock Stickybomb Launcher is still capable of killing uber Medics. The most stickies you can place with stock is 8, which is insufficient for insta-killing giants unless you take more damage upgrades than would otherwise be necessary and also have the giants always stand perfectly on top of your traps, which is not something that can be relied upon. There is no advantage to using stock over the Scottish Resistance-- sticky spamming isn't really a viable choice for dealing with crowds since you can just play as a grenade-based Demo which will get much better results. |
Sticky Jumper | Bad | I suppose if you're playing a grenade-based Demo, you can use the Sticky Jumper to jump back and forth between the upgrade station and front lines on Coaltown and Decoy... or you can just ask your Engineer to get a two-way teleporter if you really need to get crit canteens mid-wave that badly. |
Quickiebomb Launcher | Bad | Everything negative that I said about the stock Stickybomb Launcher also applies here, doubly so because your clip size is halved. There is no advantage to being able to charge up a long-range sticky shot faster. Using this weapon can reasonably be considered griefing. |
Splendid Screen / Tide Turner | Bad | There is no advantage to charging because your main source of crits when playing as Demoknight (which, to remind you, isn't a great idea to begin with) is getting the Crits on Kill upgrade, allowing you to chain together multiple kills on small robots. The Tide Turner's increased mobility is completely irrelevant since you'll likely get upgraded movement speed as a Demoknight anyway, and is totally useless to a grenade-based Demo. |
Melee
Weapon | Rating | Review |
---|---|---|
Bottle | S | Because there is no downside to using the stock melee, it is the best choice. If you're cornered and out of ammo for your primary, then you can take your chances with a random crit. |
Half-Zatoichi | A | The Half-Zatoichi can one-shot Samurai Demos, but be careful-- remember that they can do the same to you. It's the best choice for Demoknight since the speciality of the subclass is chaining together kills on small robots, to which end the 50% health regained on kill is very helpful. |
Eyelander | B | Tried and true for Demoknight, though if you take it over the Half-Zatoichi you will have to spend credits on Health on Kill. If not playing Demoknight, you can use it to get a kill on a passing small robot to give yourself the upgraded movement speed, but this isn't always a convenient opportunity and you'll lose the benefits when you get killed. |
Scotsman's Skullcutter | C | The Skullcutter's penalty to movement speed makes it impractical for Demoknight, and it reduces your maximum damage upgrades from 4 to 3 ticks. Still, having to spend less credits on damage is sort of helpful if you plan on busting the tank as Demoknight(???). |
Claidheamh Mòr / Persian Persuader | Bad | Charging, as previously mentioned, is useless for Demoknight, and therefore neither of these weapons are worth using over the Half-Zatoichi or Eyelander. Furthermore, the Claidheamh Mòr's damage vulnerability would just make playing Demoknight even more difficult than it already is. |
Ullapool Caber | Bad | Good for a laugh, I guess. Ka-boom. |
Pain Train | Bad | Will update this rating once you're able to capture a point in MvM. |